Originally posted here, but I'd really love comment from the rest of the Den._________________

Quote:

But more importantly if you elevate jerkishness into a principle, if you try to undermine the rules that keep niceness, community, and civilization going, the defenses against social cancer – then your movement will fracture, it will be hugely embarrassing, the atmosphere will become toxic, unpopular people will be thrown to the mob, everyone but the thickest-skinned will bow out, and the people you need to convince will view you with a mixture of terror and loathing.

So... Outside of Valor and getting +1 to attack and damage, you are basically a fucking warrior in combat. Warriors are pretty pathetic, and this covers levels 1-8. That is pathetic. If I thought we were ever going to fight anything ever, much less four encounters a day, I would never play this class._________________

"DSMatticus" wrote:

Kaelik gonna kaelik. Whatcha gonna do?

That's libertarians for you - anarchists who want police protection from their slaves.

Click here to see the hidden message (It might contain spoilers)

"FrankTrollman" wrote:

Really, the only thing the "my character can beat up your character" challenges ever do by presenting a clear and unambiguous beat down is to have the loser drop of the thread and pretend the challenge never happened.

"Frank Trollman" wrote:

But just because the character should have something defined into their play space that allows them to contribute to the situations that the game expects to demand of them, doesn't mean that those contributions should be exactly the same action every time. Indeed, at the point in which the other players can essentially memorize your character's actions and repeat them verbatim whether you're in the room or not - your design has failed.

At level 1, you're showing up with good saves all around, full BaB, the ability to pray for info from the DM and a occasionally useful magic power. In combat, you mostly hit people with your sword/bow/whatever and like it because being a fighter is not bad at levels 1-4 in D&D. They don't scale well, but putting a greatsword into someone is perfectly reasonable when you're fighting ogres and wights. At level 5 (around the point you're starting to feel small in the pants next to 3rd level spells), you get some genuinely useful magic power off the following list:

Conjure walls of wood or stone at will, and knock gnomes on their asses with wind.

Give the party +2 AC, +3 attack, +2 to saves and maybe +3 damage. Take an extra +2 AC for yourself.

Later, you basically ignore the fact that you were originally a fighter and just start spamming SLAs at will._________________

Quote:

But more importantly if you elevate jerkishness into a principle, if you try to undermine the rules that keep niceness, community, and civilization going, the defenses against social cancer – then your movement will fracture, it will be hugely embarrassing, the atmosphere will become toxic, unpopular people will be thrown to the mob, everyone but the thickest-skinned will bow out, and the people you need to convince will view you with a mixture of terror and loathing.